29 lines
500 B
GLSL
29 lines
500 B
GLSL
// This shader will be obsoleted soon when the collision rendering is improved
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#version 330 core
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// Input
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layout(location = 0) in vec3 Position;
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// Output
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out vec2 TexCoord;
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// Uniforms
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layout(std140) uniform MVPBlock
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{
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mat4 ModelMtx;
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mat4 ViewMtx;
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mat4 ProjMtx;
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};
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// Main
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void main()
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{
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mat4 MVP = ModelMtx * ViewMtx * ProjMtx;
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gl_Position = vec4(Position, 1) * MVP;
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// UV Generation
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float avg = (Position.x + Position.z) / 2;
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TexCoord.x = avg;
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TexCoord.y = Position.y + (avg / 2);
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}
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